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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Anarchy Online's new game director details early 2012 plans]]></title><link>http://massively.joystiq.com/2012/01/31/anarchy-onlines-new-game-director-details-early-2012-plans/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/31/anarchy-onlines-new-game-director-details-early-2012-plans/</guid><comments>http://massively.joystiq.com/2012/01/31/anarchy-onlines-new-game-director-details-early-2012-plans/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/anarchy-online/" rel="tag">Anarchy Online</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a></p><div style="text-align: center; ">
	<a href="http://massively.joystiq.com/2012/01/31/anarchy-onlines-new-game-director-details-early-2012-plans/"><img alt="Screenshot -- Anarchy Online" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/ao.jpg" /></a></div>
<div style="text-align: left; ">
	We haven't heard a whole lot from <a href="http://www.massively.com/tag/funcom">Funcom's</a> old-school sci-fi MMO <em><a href="http://www.massively.com/category/anarchy-online">Anarchy Online</a></em> since mid-December when <a href="http://massively.joystiq.com/2011/12/16/anarchy-onlines-colin-cragg-steps-down-as-producer-and-game-dir/">the game's producer bowed out</a>. Today, however, the new game director, <a href="http://www.massively.com/tag/fia-tjernberg">Fia "Lindelu" Tjernberg</a>, stopped by the game's official forums to give players a bit of an update on what they can expect from the first months of the new year.<br />
	<br />
	For starters, Tjernberg gives players a progress report on the game's upcoming shiny new graphics engine. She goes on to explain that "[Funcom's] artists have been preparing a couple of playfields to a standard that is very close to what we're aiming for," and adds that the first video of the new engine should hit sometime in February. Another large priority for the team for early 2012 is the new player experience, but perhaps most importantly of all is the "balancing act," as Tjernberg puts it, which (predictably) aims to bring the game's professions into balance "a little bit at a time."<br />
	<br />
	For the full details on <em>Anarchy Online</em>'s plans for the next couple of months, just click on through the link below.</div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/01/31/anarchy-onlines-new-game-director-details-early-2012-plans/">Anarchy Online's new game director details early 2012 plans</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 31 Jan 2012 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/01/31/anarchy-onlines-new-game-director-details-early-2012-plans/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20161048/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/31/anarchy-onlines-new-game-director-details-early-2012-plans/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anarchy</category><category>anarchy-online</category><category>ao</category><category>balance</category><category>balancing</category><category>balancing-act</category><category>engine</category><category>f2p</category><category>fia-tjernberg</category><category>free-to-play</category><category>funcom</category><category>graphic-engine</category><category>graphics-engine</category><category>lindelu</category><category>new-player-experience</category><category>new-players</category><category>update</category><category>updates</category><dc:creator><![CDATA[Matt Daniel]]></dc:creator><pubDate>Tue, 31 Jan 2012 14:00:00 EST</pubDate></item><item><title><![CDATA[The Secret World's Øystein Eftevaag gets technical]]></title><link>http://massively.joystiq.com/2012/01/27/the-secret-worlds-ystein-eftevaag-gets-technical/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/27/the-secret-worlds-ystein-eftevaag-gets-technical/</guid><comments>http://massively.joystiq.com/2012/01/27/the-secret-worlds-ystein-eftevaag-gets-technical/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/horror/" rel="tag">Horror</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/the-secret-world/" rel="tag">The Secret World</a></p><div style="text-align: center; ">
	<a href="http://massively.joystiq.com/2012/01/27/the-secret-worlds-ystein-eftevaag-gets-technical/"><img alt="Screenshot -- The Secret World" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/tsw-1327701525.jpg" /></a></div>
<div style="text-align: left; ">
	When it comes to gameplay, we've heard about <em><a href="http://www.massively.com/category/the-secret-world">The Secret World</a></em> inside and out. We know all about the Dragons, the Illuminati, and the Templars and the ongoing war against the encroaching darkness. But what about what's under the hood? The folks over at The Hydra Initiative decided to have a chat with <a href="http://www.massively.com/tag/funcom">Funcom's</a> lead programmer, <a href="http://www.massively.com/tag/oystein-eftevaag">&Oslash;ystein Eftevaag</a>, about the Dreamworld Engine, which is shared between <a href="http://www.massively.com/caegory/age-of-conan"><em>Age of Conan</em></a> and <em>TSW</em>. Eftevaag notes that the <em>TSW</em> team benefits from sharing the engine with <em>Age of Conan</em>, saying, "The main benefit of this to <em>The Secret World</em>, is that the features being collaborated on (like, say, memory usage improvements, loading time improvements and the upcoming single-server technology) get the full development and testing resources of two whole projects focused on them."<br />
	<br />
	So if you want to know all about <em>The Secret World</em>'s engine and what makes the game tick, just click on over to The Hydra Initiative and have a look. If you're in search of more gameplay details, however, you're just going to have to sit back and wait. With the game's April launch fast approaching, we're sure Funcom has something planned.</div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/01/27/the-secret-worlds-ystein-eftevaag-gets-technical/">The Secret World's Øystein Eftevaag gets technical</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 27 Jan 2012 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/01/27/the-secret-worlds-ystein-eftevaag-gets-technical/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20158841/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/27/the-secret-worlds-ystein-eftevaag-gets-technical/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Øystein-Eftevaag</category><category>dreamworld</category><category>dreamworld-engine</category><category>ea</category><category>electronic-arts</category><category>engine</category><category>funcom</category><category>oystein-eftevaag</category><category>technical</category><category>technical-details</category><category>the-secret-world</category><category>tsw</category><category>under-the-hood</category><dc:creator><![CDATA[Matt Daniel]]></dc:creator><pubDate>Fri, 27 Jan 2012 17:30:00 EST</pubDate></item><item><title><![CDATA[The Secret World's engine takes center stage]]></title><link>http://massively.joystiq.com/2012/01/09/the-secret-worlds-engine-takes-center-stage/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/09/the-secret-worlds-engine-takes-center-stage/</guid><comments>http://massively.joystiq.com/2012/01/09/the-secret-worlds-engine-takes-center-stage/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/horror/" rel="tag">Horror</a>, <a href="http://massively.joystiq.com/category/real-life/" rel="tag">Real life</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/the-secret-world/" rel="tag">The Secret World</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/01/09/the-secret-worlds-engine-takes-center-stage/"><img alt="Maybe this will work out okay.  Maybe... maybe he just wants a friend." src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/tsw-engine-epl-109.jpg" /></a></div>
Unified engines for MMOs have long been a rarity, simply due to the time needed to develop a game and the number of different companies developing separate products. <em><a href="http://massively.joystiq.com/category/The-Secret-World/">The Secret World</a></em> manages to buck this trend, using the same core Dreamworld Engine as <a href="http://massively.joystiq.com/tag/Funcom/">Funcom</a>'s <a href="http://massively.joystiq.com/category/Age-of-Conan/"><em>Age of Conan</em></a>. <a href="http://hydrainitiative.com/blog/interview_with_oystein_eftavaag">A recent interview</a> with lead programmer <a href="http://massively.joystiq.com/tag/Oystein-Eftevaag/">&Oslash;ystein Eftevaag</a> discusses the way that the engine interacts with the newer game, how the unified engine helps both games, and what special features the game is using in a technical sense.<br />
<br />
Eftevaag explains that the Dreamworld Engine benefits chiefly from cross-pollination; improvements made in terms of optimization for <em>Age of Conan</em> can be imported to the engine on <em>The Secret World</em> with minimal extra legwork. The engine also uses a series of dynamic equations to determine what player characters should be able to see, subsequently leaving obscured areas blank to save on processor cycles. It's <a href="http://hydrainitiative.com/blog/interview_with_oystein_eftavaag">an interesting look under the hood at the technical side</a> of Funcom's upcoming conspiracy and horror title, even if this particular dream world is tilted toward a nightmare.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/01/09/the-secret-worlds-engine-takes-center-stage/">The Secret World's engine takes center stage</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 09 Jan 2012 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/01/09/the-secret-worlds-engine-takes-center-stage/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20144557/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/09/the-secret-worlds-engine-takes-center-stage/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>aoc</category><category>Øystein-Eftevaag</category><category>coding</category><category>core-engine</category><category>dreamworld-engine</category><category>engine</category><category>funcom</category><category>game-engine</category><category>game-features</category><category>graphical-features</category><category>interview</category><category>interviews</category><category>oystein-eftevaag</category><category>programming</category><category>the-secret-world</category><category>tsw</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Mon, 09 Jan 2012 22:00:00 EST</pubDate></item><item><title><![CDATA[EVE Online shows off new Crucible engine trails]]></title><link>http://massively.joystiq.com/2011/11/25/eve-online-shows-off-new-crucible-engine-trails/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/11/25/eve-online-shows-off-new-crucible-engine-trails/</guid><comments>http://massively.joystiq.com/2011/11/25/eve-online-shows-off-new-crucible-engine-trails/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/patches/" rel="tag">Patches</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/dev-diaries/" rel="tag">Dev Diaries</a>, <a href="http://massively.joystiq.com/category/sandbox/" rel="tag">Sandbox</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/11/25/eve-online-shows-off-new-crucible-engine-trails/"><img alt="Engine trail image" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/11/enginetrails.jpg" style="border-width: 0px; border-style: solid; margin: 4px;" /></a></div>
Veteran <em><a href="http://massively.joystiq.com/category/eve-online/">EVE Online</a></em> players will remember the joy of engine trails, a simple graphical effect that really added a feeling of speed to fast ships like interceptors or microwarpdrive cruisers. While the much-lauded <em><a href="http://massively.joystiq.com/tag/apocrypha">Apocrypha</a></em> expansion brought us countless new features, developers were forced to remove engine trails due to performance issues. We recently learned that engine trails will be making a comeback with the <em><a href="http://massively.joystiq.com/tag/Crucible/">Crucible</a></em> expansion, and <a href="http://www.eveonline.com/devblog.asp?a=blog&amp;nbid=3217">in a new devblog</a> today <a href="http://massively.joystiq.com/tag/CCP-Mankiller/">CCP Mankiller</a> released details of the tricky work involved in getting the much-loved feature back into the game.<br />
<br />
Mankiller explains that the old engine trail effect actually needed to have its vertex buffer updated every frame, making it a massive performance hog. The new trails use a much less costly approach that generates the geometry inside a vertex shader using splines. For those who fancy themselves mathematicians, CCP Mankiller provides the gruesome details of the equations that had to be constructed and solved to program the new shader. The new technique has additional advantages, like no longer skipping around when you're lagging and the possibility of new effects like heat shimmer, light absorption and refraction. The new engine trails go live with the <em>Crucible</em> expansion on November 29th.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/11/25/eve-online-shows-off-new-crucible-engine-trails/">EVE Online shows off new Crucible engine trails</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 25 Nov 2011 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/11/25/eve-online-shows-off-new-crucible-engine-trails/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20114591/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/11/25/eve-online-shows-off-new-crucible-engine-trails/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>ccp</category><category>ccp-eve</category><category>ccp-games</category><category>crucible</category><category>engine</category><category>engine-trails</category><category>eve</category><category>eve-ccp</category><category>eve-mmorpg</category><category>eve-online</category><category>expansion</category><category>news</category><category>trails</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Fri, 25 Nov 2011 15:00:00 EST</pubDate></item><item><title><![CDATA[Undead Labs brings Class3 to (un)life with CryENGINE 3]]></title><link>http://massively.joystiq.com/2011/08/19/undead-labs-brings-class3-to-un-life-with-cryengine-3/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/08/19/undead-labs-brings-class3-to-un-life-with-cryengine-3/</guid><comments>http://massively.joystiq.com/2011/08/19/undead-labs-brings-class3-to-un-life-with-cryengine-3/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/horror/" rel="tag">Horror</a>, <a href="http://massively.joystiq.com/category/screenshots/" rel="tag">Screenshots</a>, <a href="http://massively.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/consoles/" rel="tag">Consoles</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/08/19/undead-labs-brings-class3-to-un-life-with-cryengine-3/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/08/ulheader2.jpg" vspace="4" /></a></div>
<div>
	Following <a href="http://massively.joystiq.com/2011/08/15/undead-labs-art-director-talks-about-the-heart-of-horror/">last week's dev diary</a> featuring <a href="http://www.massively.com/tag/undead-labs">Undead Labs</a>' art director <a href="http://www.massively.com/tag/doug-williams">Doug Williams</a> and his talk on the "heart of horror," the most recent dev diary from the studio shifts in a more technical direction. In particular, executive producer <a href="http://www.massively.com/tag/jeff-strain"><span class="newsTitle">Jeff Strain</span></a> focuses on the game's engine. Even more particularly, he announces that the tentatively named <em><a href="http://www.massively.com/tag/jeff3">Class3</a></em> will be running on the powerful CryENGINE 3.<br />
	<br />
	Of course, the devs over at Undead Labs are quite familiar with the traditions of the internet and anticipate shouts of "pics or it didn't happen" with a lovely screenshot from an early version of the game. But wait, there's more! Call now and you'll receive not just a single screenshot, but an entire video! Just click past the break and check out an early version of Undead Labs' <em>Class3 </em>in action, then skip on over to the dev blog to read the full entry.</div><p><a href="http://massively.joystiq.com/2011/08/19/undead-labs-brings-class3-to-un-life-with-cryengine-3/" rel="bookmark">Continue reading <em>Undead Labs brings Class3 to (un)life with CryENGINE 3</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/08/19/undead-labs-brings-class3-to-un-life-with-cryengine-3/">Undead Labs brings Class3 to (un)life with CryENGINE 3</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 19 Aug 2011 18:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/08/19/undead-labs-brings-class3-to-un-life-with-cryengine-3/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20022386/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/08/19/undead-labs-brings-class3-to-un-life-with-cryengine-3/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>class3</category><category>console</category><category>cryengine</category><category>cryengine-3</category><category>cryengine3</category><category>engine</category><category>engines</category><category>jeff-strain</category><category>undead-labs</category><category>video</category><category>videos</category><category>xbox-360</category><category>xbox-live-arcade</category><category>zombie</category><category>zombies</category><dc:creator><![CDATA[Matt Daniel]]></dc:creator><pubDate>Fri, 19 Aug 2011 18:30:00 EST</pubDate></item><item><title><![CDATA[ArcheAge upgrading to CryEngine 3]]></title><link>http://massively.joystiq.com/2011/03/30/archeage-upgrading-to-cryengine-3/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/30/archeage-upgrading-to-cryengine-3/</guid><comments>http://massively.joystiq.com/2011/03/30/archeage-upgrading-to-cryengine-3/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/betas/" rel="tag">Betas</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/archeage/" rel="tag">ArcheAge</a></p><div style="text-align: center;">
	<a href="http://www.thisisgame.com/go/?p=3286"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/aa-1301498625.jpg" vspace="4" /></a></div>
Development on <a href="http://www.xlgames.com/">XL Games</a>' <a href="http://www.archeage.com/en"><em>ArcheAge</em></a> continues apace, and several fan sites are reporting that the fantasy sandbox MMORPG will be adding a spiffy new graphics engine to its lengthy list of features. Prior to this year's <a href="http://massively.joystiq.com/tag/gdc-2011">GDC</a>, <a href="http://massively.joystiq.com/tag/arche-age"><em>ArcheAge</em></a> was being marketed as a <a href="http://en.wikipedia.org/wiki/CryEngine_2">CryEngine 2</a> title -- and was already somewhat renowned for its lush visuals and hyper-detailed environments.<br />
<br />
Apparently <a href="http://massively.joystiq.com/tag/xl-games">XL</a> and lead developer <a href="http://massively.joystiq.com/tag/jake-song">Jake Song</a> saw room for improvement, though, since <em>ArcheAge</em> will be transitioning to <a href="http://crytek.com/cryengine/cryengine3/overview">CryEngine 3</a> according to a reputable South Korean gaming <a href="http://www.thisisgame.com/go/?p=3286">news website</a>. There is also some <a href="http://archeage-online.com/post/1718108736">fan</a> <a href="http://www.aaportal.net/en/index.php?option=com_content&amp;view=article&amp;id=125:cryengine3-archeage-xlgames&amp;catid=38:news&amp;Itemid=123">speculation</a> regarding when the new engine will see the light of day. <em>ArcheAge</em> will be kicking off its third Korean closed beta phase in April (still using CryEngine 2), with deployment on the newer technology coming later this year (and possibly coinciding with open beta).<br />
<br />
Head past the cut for a CryEngine 3 <a href="http://www.youtube.com/watch?v=zrW9upBMq_M&amp;feature=player_embedded#at=143">demo video</a> from this year's GDC (the <em>ArcheAge</em> footage begins at the two-minute mark).<p><a href="http://massively.joystiq.com/2011/03/30/archeage-upgrading-to-cryengine-3/" rel="bookmark">Continue reading <em>ArcheAge upgrading to CryEngine 3</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/03/30/archeage-upgrading-to-cryengine-3/">ArcheAge upgrading to CryEngine 3</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 30 Mar 2011 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/03/30/archeage-upgrading-to-cryengine-3/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19897294/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/30/archeage-upgrading-to-cryengine-3/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>arche-age</category><category>archeage</category><category>closed-beta</category><category>cryengine-2</category><category>cryengine-3</category><category>engine</category><category>fantasy</category><category>graphics</category><category>jake-song</category><category>korean-beta</category><category>sandbox</category><category>speculation</category><category>trailer</category><category>video</category><category>xl</category><category>xl-games</category><dc:creator><![CDATA[Jef Reahard]]></dc:creator><pubDate>Wed, 30 Mar 2011 12:00:00 EST</pubDate></item><item><title><![CDATA[THQ reveals the dark engine powering Warhammer 40K]]></title><link>http://massively.joystiq.com/2010/08/27/thq-reveals-the-dark-engine-powering-warhammer-40k/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/08/27/thq-reveals-the-dark-engine-powering-warhammer-40k/</guid><comments>http://massively.joystiq.com/2010/08/27/thq-reveals-the-dark-engine-powering-warhammer-40k/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/warhammer-40k/" rel="tag">Warhammer 40k</a></p><div style="text-align: center;"><a href="http://www.darkmillenniumonline.com/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/08/war40k.jpg" alt="" /></a></div>
Hungry for information -- any information at all -- on <a href="http://www.vigilgames.com/">Vigil Games'</a> upcoming <a href="http://www.darkmillenniumonline.com/"><em>Warhammer 40,000: Dark Millennium Online</em></a>? Did you watch <a href="http://massively.joystiq.com/2010/08/20/new-war40k-trailer-introduces-first-playable-race/">the Imperium of Man trailer</a> and gibber, "More! MORE!" So did we. Unfortunately, it was looking like we'd have to be content with hints... <br />
<br />
...but fortunately, <a href="http://games.on.net/article/10018/Video_Interview_Warhammer_40000_Dark_Millennium_Online">Games On Net cornered David Adams</a>, Vigil Games' GM, and pumped him for further details. While Adams was reluctant to go into the specifics of gameplay, he did open up about <a href="http://massively.joystiq.com/category/warhammer-40k/"><em>WAR40K's</em></a> engine, which is the same one the company used for <a href="http://community.darksidersvideogame.com/"><em>Darksiders</em></a>. The engine is being tweaked for the MMO, although Adams testified that it was already great with portraying a seamless world, which should be perfect for <em>WAR40K's</em> needs. DirectX 11 is also slated for inclusion.<br />
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So will the graphic requirements be low enough that the game could run on a toaster, or will it be a high-performance-only excursion? While Adams admits that the necessary graphic options will take a decent machine to run well, he's hoping to have as many visual toggles as possible so that <em>WAR40K </em>can reach a wider audience. He wouldn't say how many characters he expects the engine to handle in a certain area, other than to claim: "Big, it's 40K, it's all about big giant battlefields."<br />
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You can watch the full video <a href="http://games.on.net/article/10018/Video_Interview_Warhammer_40000_Dark_Millennium_Online">over at Games On Net</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/08/27/thq-reveals-the-dark-engine-powering-warhammer-40k/">THQ reveals the dark engine powering Warhammer 40K</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 27 Aug 2010 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://games.on.net/article/10018/Video_Interview_Warhammer_40000_Dark_Millennium_Online>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/08/27/thq-reveals-the-dark-engine-powering-warhammer-40k/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19611287/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/08/27/thq-reveals-the-dark-engine-powering-warhammer-40k/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>darksiders</category><category>david-adams</category><category>DirectX-11</category><category>Directx11</category><category>engine</category><category>games-on-net</category><category>imperium-of-man</category><category>interview</category><category>video</category><category>vigil-games</category><category>war40k</category><category>war40k-dark-millenium-online</category><category>warhammer</category><category>warhammer-40000</category><category>warhammer-40k</category><category>warhammer-40k-dark-millennium-online</category><category>warhammer40k</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Fri, 27 Aug 2010 17:00:00 EST</pubDate></item><item><title><![CDATA[Building MMO landscape scenes, part 2]]></title><link>http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/</guid><comments>http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/#comments</comments><description><![CDATA[<p><a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/" rel="bookmark">Continue reading <em>Building MMO landscape scenes, part 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/">Building MMO landscape scenes, part 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 23 Nov 2009 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19246945/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes-part-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>billboard</category><category>engine</category><category>everquest-2</category><category>everquest-ii</category><category>graphics</category><category>heightmap</category><category>lake</category><category>landscape</category><category>lighting</category><category>lod</category><category>lord-of-the-rings-online</category><category>ocean</category><category>plants</category><category>river</category><category>scenery</category><category>scenic</category><category>technology</category><category>terrain</category><category>terrain-rendering</category><category>textures</category><category>trees</category><category>water</category><category>world-of-warcraft</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Mon, 23 Nov 2009 11:00:00 EST</pubDate></item><item><title><![CDATA[Building MMO landscape scenes]]></title><link>http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/</guid><comments>http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/screenshots/" rel="tag">Screenshots</a>, <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/everquest-ii/" rel="tag">EverQuest II</a>, <a href="http://massively.joystiq.com/category/lord-of-the-rings-online/" rel="tag">Lord of the Rings Online</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/hands-on/" rel="tag">Hands-on</a>, <a href="http://massively.joystiq.com/category/academic/" rel="tag">Academic</a>, <a href="http://massively.joystiq.com/category/virtual-worlds/" rel="tag">Virtual worlds</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/bloggers/brendan-drain/"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/11/landscape-title2.jpg" alt="" /><br />
</a></div>
Landscapes have been a staple component of almost every MMO in recent memory. With the exception of some <a href="http://massively.joystiq.com/tag/sci-fi/">sci-fi titles</a>, most MMOs take place on the land of some imagined island or continent. Some use <a href="http://www.wow.com/gallery/around-azeroth/644711/">stylised fantasy landscapes</a> that run smoothly on even low-end computers while others have managed <a href="http://massively.joystiq.com/gallery/age-of-conan-goonrushalem-city-gallery/965723/">almost photo-realistic visuals</a> at the cost of performance. But have you ever thought about what's going on behind the scenes in your favourite MMO? Most of us don't think about how the computer is actually drawing the terrain we run around on. We don't give much thought to the different ways each MMO renders the water in lakes, rivers and oceans. And just how does your computer render so many trees and plants without grinding to a halt? As part of my masters degree in computer science, I got to grips with a number of these techniques and found it a fascinating thing to learn about. Now when I play a new game or see MMO screenshots, I can't help but think about what the computer is doing in the background and how particular visual effects could have been achieved.<br />
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In this technical article, I talk about some of the components of an MMO landscape scene and a few of the techniques used in creating the graphics behind them.<p><a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/" rel="bookmark">Continue reading <em>Building MMO landscape scenes</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/">Building MMO landscape scenes</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 23 Nov 2009 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19230674/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/23/building-mmo-landscape-scenes/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>billboard</category><category>engine</category><category>everquest-2</category><category>everquest-ii</category><category>graphics</category><category>heightmap</category><category>lake</category><category>landscape</category><category>lighting</category><category>lod</category><category>lord-of-the-rings-online</category><category>ocean</category><category>plants</category><category>river</category><category>scenery</category><category>scenic</category><category>technology</category><category>terrain</category><category>terrain-rendering</category><category>textures</category><category>trees</category><category>water</category><category>world-of-warcraft</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Mon, 23 Nov 2009 11:00:00 EST</pubDate></item><item><title><![CDATA[World of Warcraft's graphics engine to be upgraded incrementally]]></title><link>http://massively.joystiq.com/2008/08/28/world-of-warcrafts-graphics-engine-to-be-upgraded-incrementally/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/08/28/world-of-warcrafts-graphics-engine-to-be-upgraded-incrementally/</guid><comments>http://massively.joystiq.com/2008/08/28/world-of-warcrafts-graphics-engine-to-be-upgraded-incrementally/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div align="center"><a href="http://massively.joystiq.com/2008/05/16/wow-graphics-engine-to-be-overhauled-someday/"><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/08/wowgraphics.jpg" alt="" /></a><br />
<div align="left">In the wake of a series of <a href="http://massively.joystiq.com/2008/05/16/wow-graphics-engine-to-be-overhauled-someday/">comments</a> by <a href="http://www.blizzard.com">Blizzard</a> reps hinting at an eventual overhaul of <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>'s graphics engine, <a href="http://www.worldofwar.net">Worldofwar.net</a> contacted Lead Producer J. Allen Brack for clarification. Brack <a href="http://www.worldofwar.net/n/416617/exclusive-j-allen-brack-on-wow-graphics-upgrade">responded</a> by describing specific changes to the engine that will be in the <a href="http://www.worldofwarcraft.com/wrath"><em>Wrath of the Lich King</em></a> expansion, and then by making a pretty major revelation about the nature of the overhaul.<br /><br />According to Brack, <a href="http://massively.joystiq.com/tag/blizzard">Blizzard</a> will be making the changes bit-by-bit rather than all at once. "We're taking an iterative, organic approach to graphics upgrades," he said, "going feature by feature as opposed to thinking in terms of an overall new graphics engine."<br /><br />As for the <a href="http://massively.joystiq.com/tag/wrath-of-the-lich-king"><em>WotLK</em></a> changes: those will include a new shadow engine, some new shaders for "even better looking terrain, as well as cool ice effects," and an increased view distance to make those expansive Northrend wastelands look, well ... expansive. He also noted that new water effects will be coming in "a future content update or expansion."<br /><br />[Via <a href="http://www.wowinsider.com/2008/08/25/brack-clarifies-graphical-update-plans/">WoW Insider</a>]</div>
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            <td><em>One of Azeroth's millions of citizens? Check out our ongoing coverage of the <a href="http://massively.joystiq.com/category/world-of-warcraft">World of Warcraft</a>, and be sure to touch base with our sister site WoW Insider for <a href="http://www.wowinsider.com/wrath-of-the-lich-king/">all your Lich King needs!</a></em> </td>
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</div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/08/28/world-of-warcrafts-graphics-engine-to-be-upgraded-incrementally/">World of Warcraft's graphics engine to be upgraded incrementally</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 28 Aug 2008 19:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.worldofwar.net/n/416617/exclusive-j-allen-brack-on-wow-graphics-upgrade>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/28/world-of-warcrafts-graphics-engine-to-be-upgraded-incrementally/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1297523/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/28/world-of-warcrafts-graphics-engine-to-be-upgraded-incrementally/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>brack</category><category>engine</category><category>expansion</category><category>expansions</category><category>graphics</category><category>ice</category><category>j-allen-brack</category><category>overhaul</category><category>shaders</category><category>shadows</category><category>view-distance</category><category>water</category><category>world-of-warcraft</category><category>wow</category><category>wrath-of-the-lich-king</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Thu, 28 Aug 2008 19:30:00 EST</pubDate></item><item><title><![CDATA[38 Studios to use NaturalMotion's Morpheme engine]]></title><link>http://massively.joystiq.com/2008/07/16/38-studios-to-use-natural-motions-morpheme-engine/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/07/16/38-studios-to-use-natural-motions-morpheme-engine/</guid><comments>http://massively.joystiq.com/2008/07/16/38-studios-to-use-natural-motions-morpheme-engine/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div align="center"><a href="http://www.naturalmotion.com/morpheme.htm"><img hspace="4" vspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/07/morpheme.jpg" alt="" /></a></div>
<a href="http://www.38studios.com">38 Studios</a>, the star-studded development studio working on a mysterious MMO codenamed <a href="http://massively.joystiq.com/tag/copernicus">Copernicus</a>, has announced that it will use an animation engine called <a href="http://www.naturalmotion.com/morpheme.htm">Morpheme.</a> Morpheme has also been used in <a href="http://www.eve-online.com"><em>EVE Online </em></a>and <a href="http://www.heavenlysword.com/"><em>Heavenly Sword</em>.</a> Its creator is a company called <a href="http://naturalmotion.com/">NaturalMotion</a>, which also created the related and acclaimed <a href="http://naturalmotion.com/euphoria.htm">Euphoria</a> engine used in <a href="http://www.rockstargames.com/iv"><em>Grand Theft Auto IV</em></a> and the upcoming <a href="http://www.lucasarts.com/games/theforceunleashed/"><em>Star Wars: The Force Unleashed</em>.</a><br /><br />Jon Laff, <a href="http://massively.joystiq.com/tag/38-studios">38 Studios</a>' chief technology officer, was quoted in the press release saying, "Morpheme allows us to create very high-quality character animations quickly, cutting down on a lot of intensive animation design and implementation time." Uh, good! Wouldn't want you to pick middleware that slows you down instead!<br /><br />So for those who are keeping track: Copernicus now uses <a href="http://massively.joystiq.com/2008/02/27/38-studios-using-bigworld-to-make-its-big-world/">BigWorld</a>, <a href="http://massively.joystiq.com/2008/03/05/38-studios-goes-unreal/">Unreal Engine 3</a>, and Morpheme. It's got the trifecta!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/07/16/38-studios-to-use-natural-motions-morpheme-engine/">38 Studios to use NaturalMotion's Morpheme engine</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 16 Jul 2008 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2008/07/16/38-studios-to-use-natural-motions-morpheme-engine/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1256980/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/07/16/38-studios-to-use-natural-motions-morpheme-engine/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>38-studios</category><category>animation</category><category>bigworld</category><category>copernicus</category><category>engine</category><category>euphoria</category><category>jon-laff</category><category>middleware</category><category>morpheme</category><category>natural-motion</category><category>naturalmotion</category><category>technology</category><category>unreal-engine-3</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Wed, 16 Jul 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[NCsoft licenses texture software used in Xbox Live Arcade games]]></title><link>http://massively.joystiq.com/2008/06/24/ncsoft-licenses-texture-software-used-in-xbox-live-arcade-games/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/24/ncsoft-licenses-texture-software-used-in-xbox-live-arcade-games/</guid><comments>http://massively.joystiq.com/2008/06/24/ncsoft-licenses-texture-software-used-in-xbox-live-arcade-games/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div align="center"><a href="http://www.profxengine.com"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/profx.jpg" /></a></div>
<a href="http://www.allegorithmic.com/">Allegorithmic</a>, the creator of a procedural texture production tool called <a href="http://www.profxengine.com/">ProFX</a>, announced that <a href="http://www.ncsoft.com">NCsoft</a> has <a href="http://www.gamasutra.com/php-bin/news_index.php?story=19150">licensed its product.</a> ProFX produces highly compressed textures that are "tiny, typically a few kilobytes" in size. Those textures are expanded and generated on the fly from that data by the system's processor as needed. That means file sizes are very small, but visual quality is maintained. The tech is therefore <a href="http://www.gamasutra.com/php-bin/news_index.php?story=18440">popular</a> with companies developing games for the <a href="http://www.xbox.com/en-US/games/livearcadexbox360/">Xbox Live Arcade</a>, the Xbox 360's digital download marketplace for bite-sized, casual gaming experiences.<br /><br /><a href="http://massively.joystiq.com/tag/ncsoft">NCsoft</a> plans to use the technology in the future development of MMOs for PCs and the PlayStation 3 console. That choice might imply a comparatively small scope for those projects. ProFX is perfectly suited for games downloadable through the <a href="http://www.us.playstation.com/PS3/network">PlayStation Network</a> store (<a href="http://www.sony.com">Sony</a>'s answer to the Xbox Live Arcade), so this is another clue that NCsoft's PS3 games might be PSN releases instead of AAA Blu-ray titles.<br /><br />It's by no means definitive though; NCsoft might have just been looking for a way to bring down patch sizes. So move along now!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/06/24/ncsoft-licenses-texture-software-used-in-xbox-live-arcade-games/">NCsoft licenses texture software used in Xbox Live Arcade games</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 24 Jun 2008 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamasutra.com/php-bin/news_index.php?story=19150>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/24/ncsoft-licenses-texture-software-used-in-xbox-live-arcade-games/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1235538/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/24/ncsoft-licenses-texture-software-used-in-xbox-live-arcade-games/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>allegorithmic</category><category>development</category><category>engine</category><category>license</category><category>ncsoft</category><category>playstation-3</category><category>playstation-network</category><category>profx</category><category>ps3</category><category>psn</category><category>speculation</category><category>technology</category><category>xbox-live</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Tue, 24 Jun 2008 22:00:00 EST</pubDate></item><item><title><![CDATA[Physics engine grounds Earthrise players]]></title><link>http://massively.joystiq.com/2008/05/21/physics-engine-grounds-earthrise-players/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/21/physics-engine-grounds-earthrise-players/</guid><comments>http://massively.joystiq.com/2008/05/21/physics-engine-grounds-earthrise-players/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/earthrise/" rel="tag">Earthrise</a></p><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/braviaballs425.jpg" alt="" /><br />Being <em>grounded</em> in this case is a positive thing. Honest. Moll, the Community Manager for the sci-fi MMO <em><a href="http://www.play-earthrise.com">Earthrise,</a></em> typically fields a 'Question of the Week' over at the <a style="" href="http://forums.play-earthrise.com/index.php?PHPSESSID=0c4p4e804bfdppg3qchamrgvn1&amp;">game's forums.</a> This time, Moll <a href="http://forums.play-earthrise.com/index.php?topic=1207.0">answered a few related questions in one go,</a> writing about the physics engine in <a href="http://massively.joystiq.com/category/earthrise"><em>Earthrise.</em></a><strong> </strong>Moll stressed that <a href="http://www.mastheadstudios.com">Masthead Studios</a> wanted to balance client requirements with server load, while trying to build a realistic experience for <span style="font-style: italic;">Earthrise's </span>players:<em><br /><br />"The physics engine will run simultaneously on the client and on the server. The server will ensure that the physics results from the client are feasible and prevent cheating. We are using a 3rd party physics core, which can take advantage of hardware and GPU acceleration and also have some internally-coded subsystems." </em><a href="http://massively.joystiq.com/2008/04/18/playing-with-audio/">Sound will be tightly integrated</a> with all physics effects in the game, adding another layer of realism. Best of all is the revelation about <span style="font-style: italic;">Earthrise</span>'s physics engine: it will feature ragdoll style effects. <strong><br /></strong><p><a href="http://massively.joystiq.com/2008/05/21/physics-engine-grounds-earthrise-players/" rel="bookmark">Continue reading <em>Physics engine grounds Earthrise players</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/21/physics-engine-grounds-earthrise-players/">Physics engine grounds Earthrise players</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 21 May 2008 20:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://forums.play-earthrise.com/index.php?topic=1207.0>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/21/physics-engine-grounds-earthrise-players/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1201534/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/21/physics-engine-grounds-earthrise-players/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>audio</category><category>community</category><category>earthrise</category><category>engine</category><category>graphics</category><category>masthead-studios</category><category>npc</category><category>physics</category><category>sci-fi</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Wed, 21 May 2008 20:30:00 EST</pubDate></item><item><title><![CDATA[WoW graphics engine to be overhauled someday]]></title><link>http://massively.joystiq.com/2008/05/16/wow-graphics-engine-to-be-overhauled-someday/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/16/wow-graphics-engine-to-be-overhauled-someday/</guid><comments>http://massively.joystiq.com/2008/05/16/wow-graphics-engine-to-be-overhauled-someday/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/expansions/" rel="tag">Expansions</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div align="center"><a href="http://worldofwarcraft.com"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/wowgraphics.jpg" alt="" /></a></div>
<a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a> producer J. Allen Brack and designers Jeff Kaplan and Tom Chilton were <a href="http://www.eurogamer.net/article.php?article_id=140861">interviewed by Eurogamer</a> today. Most of the interview dealt with <a href="http://www.worldofwarcraft.com/wrath/"><em>Wrath of the Lich King</em></a> content like the Death Knight, 10-person raids, and world PvP objectives. The most interesting bits of the interview were on the <a href="http://www.eurogamer.net/article.php?article_id=140861&amp;page=3">last page,</a> though; the Blizzard reps talked about <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>WoW</em></a>'s future.<br /><br />According to Kaplan, a major graphics engine overhaul is "probably" part of that future. While he himself is not convinced it's necessary (he cited players' lukewarm reception of similar moves by the developers of <a href="http://www.uoherald.com/news/"><em>Ultima Online</em></a> and <a href="http://everquest.station.sony.com/"><em>EverQuest</em>)</a>, he said: "That's actually something we talk about every expansion ... and I'm positive we'll talk about it next expansion."<br /><br />In the meantime, <a href="http://massively.joystiq.com/tag/wrath-of-the-lich-king"><em>WotLK</em></a> will allow "people with high-end machines some additional graphical effects." <a href="http://www.wowinsider.com/2008/05/16/overhauling-the-engine/"><em>WoW Insider</em> joked</a> that future graphics engine updates might be dedicated entirely to producing even larger, more detailed shoulder pad armor. We wouldn't be surprised!<br /><br />[Via <a href="http://www.wowinsider.com/2008/05/16/overhauling-the-engine/">WoW Insider</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/16/wow-graphics-engine-to-be-overhauled-someday/">WoW graphics engine to be overhauled someday</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 16 May 2008 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.eurogamer.net/article.php?article_id=140861>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/16/wow-graphics-engine-to-be-overhauled-someday/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1197821/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/16/wow-graphics-engine-to-be-overhauled-someday/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>effects</category><category>engine</category><category>eurogamer</category><category>expansion</category><category>future</category><category>graphics</category><category>interview</category><category>j-allen-brack</category><category>jeff-kaplan</category><category>overhaul</category><category>tom-chilton</category><category>update</category><category>upgrade</category><category>world-of-warcraft</category><category>wotlk</category><category>wow</category><category>wrath-of-the-lich-king</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Fri, 16 May 2008 17:30:00 EST</pubDate></item><item><title><![CDATA[38 Studios using BigWorld to make its big world]]></title><link>http://massively.joystiq.com/2008/02/27/38-studios-using-bigworld-to-make-its-big-world/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/27/38-studios-using-bigworld-to-make-its-big-world/</guid><comments>http://massively.joystiq.com/2008/02/27/38-studios-using-bigworld-to-make-its-big-world/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div align="center"><a href="http://ircamera.as.arizona.edu/NatSci102/NatSci102/images/copernicus.gif"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/copernicus.jpg" /></a></div>
What do you get when you get when you combine a major league baseball player (<a href="http://massively.joystiq.com/tag/curt-schilling">Curt Schilling</a>), a famed fantasy author (<a href="http://massively.joystiq.com/tag/ra-salvatore">R.A. Salvatore</a>), and a great comic book guru (<a href="http://massively.joystiq.com/tag/todd-mcfarlane">Todd McFarlane</a>)? You get <a href="http://massively.joystiq.com/tag/38-studios">38 Studios,</a> and 38 Studios is working on a new MMO <a href="http://massively.joystiq.com/2008/01/09/38-studios-reveals-copernicus/">codenamed "Copernicus."</a><br /><br />Now the studio has <a href="http://www.nerfbat.com/2008/02/27/38-studios-licenses-bigworld/#more-465">licensed the BigWorld engine</a> for Copernicus. Since the game is at a very early stage of development, we know very little about it at this point, except that its prestigious managers are <a href="http://massively.joystiq.com/2007/11/12/todd-mcfarlane-talks-38-studios-his-role/">optimistic about its future.</a> Reps from both 38 Studios and BigWorld made nondescript statements saying things like, "BigWorld provides the most proven, robust, and technically solid game engine available," and "we are thrilled to be working with such a professional and talented group of game developers." Good for them!<br /><br />Brett Close described the rationale behind the choice in greater detail in an <a href="http://www.tentonhammer.com/node/27397">interview with Ten Ton Hammer.</a> Excellent server-side tech and tools that will help the team get the game to market as fast as possible were the given reasons.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/27/38-studios-using-bigworld-to-make-its-big-world/">38 Studios using BigWorld to make its big world</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 27 Feb 2008 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.nerfbat.com/2008/02/27/38-studios-licenses-bigworld/#more-465>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/27/38-studios-using-bigworld-to-make-its-big-world/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1125961/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/27/38-studios-using-bigworld-to-make-its-big-world/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>38-studios</category><category>bigworld</category><category>brett-close</category><category>copernicus</category><category>curt-schilling</category><category>engine</category><category>license</category><category>nerfbat</category><category>ra-salvatore</category><category>ryan-shwayder</category><category>todd-mcfarlane</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Wed, 27 Feb 2008 13:00:00 EST</pubDate></item><item><title><![CDATA[Sierra making "mass-market" online game with BigWorld suite]]></title><link>http://massively.joystiq.com/2007/12/06/sierra-making-mass-market-online-game-with-bigworld-suite/</link><guid isPermaLink="true">http://massively.joystiq.com/2007/12/06/sierra-making-mass-market-online-game-with-bigworld-suite/</guid><comments>http://massively.joystiq.com/2007/12/06/sierra-making-mass-market-online-game-with-bigworld-suite/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><a href="http://www.xbox360only.nl/images/50/sierra.gif"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2007/12/sierra.jpg" alt="" /></a>It seems like every time we hear about a new title, the first thing we hear is an announcement about what engine or dev tools its developers will use. This time, <a href="http://www.gamasutra.com/php-bin/news_index.php?story=16523">Sierra</a> has licensed the <a href="http://bigworldtech.com/index/index.php">BigWorld Suite,</a> parts of which are also used in <a href="http://massively.joystiq.com/tag/cheyenne-mountain-entertainment">Cheyenne Mountain Entertainment's</a> <a href="http://massively.joystiq.com/category/stargate-worlds"><em>Stargate Worlds</em></a> and <a href="http://massively.joystiq.com/tag/john-romero">John Romero's</a> forthcoming MMO project.<br /><br />The announcement was made by BigWorld Technologies, not <a href="http://massively.joystiq.com/tag/sierra">Sierra,</a> and it didn't reveal much about the nature of the game, except that it it will be (according to <a href="http://www.gamasutra.com">Gamasutra</a>) "targeting a mass-market audience." <em>King's Quest Online</em>? Probably not, but if only! If you want to know more about BigWorld, <a href="http://www.tentonhammer.com/node/7810">Ten Ton Hammer did a great interview</a> with one of the guys behind it earlier this year. <br /><br />Oh, and just so you know; Sierra is/was owned by <a href="http://massively.joystiq.com/tag/vivendi">Vivendi Games,</a> and so is (like <a href="http://massively.joystiq.com/tag/blizzard">Blizzard</a>) now part of the epic corporate monstrosity known as <a href="http://massively.joystiq.com/2007/12/02/blizzard-rolled-into-activision-blizzard-mega-publisher/">Activision Blizzard.</a> All your studio are belong to us.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2007/12/06/sierra-making-mass-market-online-game-with-bigworld-suite/">Sierra making "mass-market" online game with BigWorld suite</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 06 Dec 2007 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamasutra.com/php-bin/news_index.php?story=16523>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/06/sierra-making-mass-market-online-game-with-bigworld-suite/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1056465/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2007/12/06/sierra-making-mass-market-online-game-with-bigworld-suite/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bigworld</category><category>bigworld-suite</category><category>bigworld-technologies</category><category>cheyenne-mountain-entertainment</category><category>development</category><category>engine</category><category>gamasutra</category><category>john-romero</category><category>kings-quest</category><category>license</category><category>sierra</category><category>sierra-online</category><category>stargate-worlds</category><category>tools</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Thu, 06 Dec 2007 13:00:00 EST</pubDate></item></channel></rss>
